/Engine/Source/Runtime/GameplayTasks/Classes/GameplayTask.h
class UGameplayTask : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)
uint32:  1
bCaresAboutPriority
uint32:  1
bClaimRequiredResources
uint32:  1
bIsPausable
uint32:  1
bIsSimulating
Am I actually running this as a simulated task.
uint32:  1
bOwnedByTasksComponent
This is set to avoid duplicate calls to task's owner and TasksComponent when both are the same object
uint32:  1
bOwnerFinished
uint32:  1
bSimulatedTask
Should this task run on simulated clients? This should only be used in rare cases, such as movement tasks.
uint32:  1
bTickingTask
If true, this task will receive TickTask calls from TasksComponent
TObjectPtr<UGa...
ChildTask
Child task instance
FGameplayResour...
ClaimedResources
Resources that are going to be locked when this task gets activated, but are not required to get this task started
FString
DebugDescription
FName
InstanceName
This name allows us to find the task later so that we can end it.
uint8
Priority
This controls how this task will be treated in relation to other, already running tasks, provided GameplayTasksComponent is configured to care about priorities (the default behavior)
FGameplayResour...
RequiredResources
Abstract "resource" IDs this task needs available to be able to get activated.
ETaskResourceOv...
ResourceOverlapPolicy
TWeakInterfaceP...
TaskOwner
Task Owner that created us
TWeakObjectPtr<...
TasksComponent
EGameplayTaskSt...
TaskState
You shouldneveraccess it directly.